GGXX / #R: Slayer Thread

yeah, i usually do s.hs pile bunker, until they can mash consistently…

then i just s.hs c.d, i think it’s safer.

oh, in case people missed… more my sex

hahcoe.net/kugler

do 6HS 214PP :slight_smile:

go back to your “secret lair” ;o~ haha just kidding. this guy speaks the truth. 6HS > s.hs in terms of combos, because s.hs isn’t guarenteed.

So I only got five out of the nine I need, and I’m not hot, nor am I shot. But I’m still a newbie, and I beasted the Baron, that’s gotta count for something

6hs isn’t guarenteed either.

6hs-> pilebunker is hell a lot easier to do on crouching.

but mappa RC 6hs only connects on standing.

gg stand only combo that’s hella fucking hard to do.

if opponent is standing, just do j.d xx super ->infinite.

sex.

It does?

JP

P.S. (Edited): Ahh yes, you were, … damn… now back to reading the slayer thread.

does anyone have any tips on hit confirm for c.kick into dead on time? aka fist to the dome punch?
no i dint ask if i should be using the super :slight_smile: just if anyone knows a good way to hit confirm it from c.kick…=)

what does hit confirm mean?

i use it often after

ss, ss, c.k, dead on time…

and it’s pretty much impossible without buffering.

ss, ss, 632k, 2146 s.

if that’s not what you were asking, :’(

Actually, this is a common strategy of mine.

I randomly throw out a 6HS when I feel like you’re going to run at me, or attempt pressure. (this works best in #r, as 6HS is faster) If it hits you, I’ve already buffered the motion very slowly, allowing me TONS of leway until just pressing s. 50% off of one hit. ;D~ sexy!

yeah i do that alot too =) but… its harder to hit confirm on c.kick because if u delay s u just dandystep i was thinking of pressing kick holding it the doing s if i see the hit but its a tad hard.
LB: hit confirm is when u stick out a buffer like for exp kens c.mk then watch for the hit b4 u super.

i think SS 236P rc 6H 214P+P works on crouching as well as standing… i’ve only done it on a crouching char…
do ppl actually use this consistently?

Yes, I use it all the time.

i v found the best way to confirm is do fwd,dwnfwd,dwn+kick(hold) finish the dead ontime motion… =)…=/

is slayer a good guy or a bad guy…

kind of strange asking this just your opinion but do you guys think that he is a good guy or a bad guy i mean, he did create the assasins group(bad) for people who whent over the law and were unjust (good). can’t make it out can someone help me?

oh and what’s slayer’s playing syle? i’ve noticed he waits for a CH and does combos.

is slayer a good guy or a bad guy…

that is a strange question. slayer made the assassins guild more as a gentlemenly club or some crazy shit, but it slowly became more and more problematic. he was too leinant and let zato-1one do whatever he did to it… yadda yadda yadda, slayer’s a good guy

and slayer’s play style? i dunno… it depends on the situation. i’d say stuffer/punisher/damage dealer…

I consider Slayer 1/2 Pixie and 1/2 power character. He does the obscene damage that Sol and Potemkin are accustomed to. But Slayer has the ability to move to nearly any spot he wants to. And for those characters who can sufficiantly zone him, he still only needs one mistake to turn the tide (well, two if the opponent’s burst is successful). His mobility is insane for a character with his damage dealing potential.

I’ll let the more dedicated Slayer users (he’s my #2 or #3 in #R) critique and further comment on that :smiley:

i dont think him a pixie more because i think pixie and the word rushdown is pretty damn near it slayer imo cant rushpeople down too well i think mixups and damage is his main i guess he can play turtle but iv yet to see that borring style of play, i mean in theory he could just zap around waiting for grab too but who does that >=)?

Slayer doesn’t fit the pixie mold because mobility is only a small part of the pixie character. Pixies are generally light rushdown characters who typically rely on continuous attacking and mixing up. They also tend to do light damage with single attacks so they have to rely on long combos to deal out good damage. Being very mobile is really more of a side effect of this playstyle and doesn’t equate to pixie-style playing. Besides which, Slayer really doesn’t strike me as being terribly mobile. Aside from airdashing and tricks with his Footloose Journey in the air, he can’t get around that easily.

Slayer’s playstyle is interesting to describe. He’s actually rather versatile in a way because he has tools that work very well on both offense and defense. His strong poking game and assortment of mixups and high damage combos can work well on offense, but against more mobile characters this is a lost cause because he simply has too hard of a time getting in on them. He also has a tough time against characters whose defense surpasses his offense. Any Potemkin player with a rudimentary knowledge of the Instant Block system can play defensively and make any offensive Slayer player tear his hair out in frustration. As such, he works better when played in a similar way to Millia: he should only go on offense when he has a clear positional advantage, like a knockdown. The main difference is that instead of playing runaway and trying to position for a knockdown, he’s playing a defensive style of wait-and-bait so he can counter or get a good hit in. This works out more to his advantage because Slayer can still deal horrific amounts of damage when he plays defensively by landing major counters that lead to high damage combos. So he’s quite flexible since you can opt to play entirely a zoning defense or just stall to get a knockdown and go on offense while still dealing great damage.

I dunno, that sounds a little confusing. Maybe someone else can phrase it better.

I think… I think Slayer is the bastard son of Zangief and Blanka. Not exactly ‘mobile’ but his attacks are pretty quick, good poke game, and the bite grab… So, yeah. Play him like Zannka, with a monacle.

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